/**
**************************************************************************************
*Palisma - Secrets of the Illuminati is an open-source 2D RPG                        *
*Copyright (C) 2006, Tony Sparks                                                     *
*                                                                                    *
*This library is free software; you can redistribute it and/or                       *
*modify it under the terms of the GNU Lesser General Public                          *
*License as published by the Free Software Foundation; either                        *
*version 2.1 of the License, or (at your option) any later version.                  *
*                                                                                    *
*This library is distributed in the hope that it will be useful,                     *
*but WITHOUT ANY WARRANTY; without even the implied warranty of                      *
*MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                   *
*Lesser General Public License for more details.                                     *
*                                                                                    *
*You should have received a copy of the GNU Lesser General Public                    *
*License along with this library; if not, write to the Free Software                 *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA      *
**************************************************************************************
*/

#pragma once

//#include "ientity.h"
#include "../shared/vector.h"

class IEntity;
/**
======================================================================================
Events -
Assign an event to a tile, if something (an Entity) triggers the event,
we have event codes and the tile will take the proper action
======================================================================================
*/


struct TileEvent
{
    TileEvent() :   effects(NULL),
                    damage(0),
                    type(0),
                    status(NULL) {}
	// entity effected
	IEntity* effects;

	// location to be effected
	Vector2f destination;

	// Damage
	int damage;

	// type of event
	int type;

    // Status
    int status;

    // script to run
    std::string script;

};


// Event Types
enum {
	PITFALL,
	DAMAGE
};

// Tile event states
enum {
    ON_TILE = 1,
    OFF_TILE,

    ENTERED_TILE,
    EXITED_TILE
};